aquadijoib's Recent Forum Activity

  • Yes you can use the save function aswell. You just have to set the instance variable (or animation frame <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">) of the object and then save the whole game state.

    If you use the save/load function you don't need to do that though, because it will save the whole state of the game.

    Here is an example capx with a working waypoint system:

    https://drive.google.com/file/d/0B7r2WY ... sp=sharing

    In my example you actually don't even need to use an instance variable. I just used the animation frame of the object (You can have an activated animation frame and a deactivated one). 0 is deactivated and 1 is activated.

    I hope this helps! <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

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  • A Sprite Font is an object which contains an image of all characters of your font. Your game can use the image to write text just as the text object does.

    Here is the manual entry: https://www.scirra.com/manual/166/sprite-font

    I found this Sprite Font Generator: sprite-font-generator-v2_t8654

    It should be able to convert the font that you already installed in a Sprite Font. <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • I don't really know a way of changing the font for offline games. Actually I would be interested in seeing how that works too .

    But maybe this thread contains some valuable information for you. At least there is an explanation on how to import a css font into your game files.

    If that doesn't work, you could try out Sprite Fonts. They will work online and offline .

  • Hi,

    I can only really answer your 2nd question because I'm actually trying to get everything adapted to different screens aswell. Currently I'm trying something that I found in another thread here on the forum. That is, setting the font-size css property of the textbox to "1.5vh" . I have no idea if it works everywhere but it seems like it works on my devices.

    To your 2nd question: I would use web fonts. Here https://fonts.google.com/ you can find many free web fonts. You just have to add the right url (for example this one: "https://fonts.googleapis.com/css?family=Bungee+Inline") to the web font property. If you have no internet connection this won't work though.

    I hope this helps <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • Smileh,

    I don't know if the UID of the object would work or not but I would add an instance variable to the checkpoint object. You can then give every checkpoint a unique ID (Value) which will be put inside the instance variable.

    When the player reaches a checkpoint, you can save the instance variable of that checkpoint in localstorage or simply with the built in save/load function.

    Then you just add a condition which checks every single checkpoint if it contains the saved value. If it's the same, that should be the last checkpoint and you can change its animation to active. Every other checkpoint can be set to the inactive animation.

    I hope this helps!

  • Donic Dawkins

    [quote:28xoto88]So for my example a = BlurValue, b = time it takes to come to full value (?), and x = amount of blur to add (?).

    If I understand correctly, this should be how it works:

    a = Current Value

    b = your target value

    x = how big the steps are

  • Hi,

    I already exported my current project on the Intel XDK and it worked perfectly. But now I have put in the icons and splash screens and the build fails everytime.

    This is the error i get:

    ERROR (-7) from "client:upload-manager": Error in zipping package asset files: : File not found: C:/Users/user/Desktop/SmartWebRadio (mobile)/www/C/Users/user/Desktop/SmartWebRadio (mobile)/package-assets/app_icon_96x96.png.png Error at new ComponentError (C:\Users\user\AppData\Local\Intel\XDK\xdk\core-modules\public\component-error.js:17:1122) at makeError (file:///C:/Users/user/AppData/Local/Intel/XDK/xdk/components/client/upload-manager/upload-manager.js:17:170) at getComponentError (file:///C:/Users/user/AppData/Local/Intel/XDK/xdk/components/client/upload-manager/upload-manager.js:17:265) at file:///C:/Users/user/AppData/Local/Intel/XDK/xdk/components/client/upload-manager/upload-manager.js:17:22849 at _rejected (file:///C:/Users/user/AppData/Local/Intel/XDK/xdk/node_modules/q/q.js:844:24) at file:///C:/Users/user/AppData/Local/Intel/XDK/xdk/node_modules/q/q.js:870:30 at Promise.when (file:///C:/Users/user/AppData/Local/Intel/XDK/xdk/node_modules/q/q.js:1122:31) at Promise.promise.promiseDispatch (file:///C:/Users/user/AppData/Local/Intel/XDK/xdk/node_modules/q/q.js:788:41) at file:///C:/Users/user/AppData/Local/Intel/XDK/xdk/node_modules/q/q.js:604:44 at runSingle (file:///C:/Users/user/AppData/Local/Intel/XDK/xdk/node_modules/q/q.js:137:13)[/code:2yie6rac]
    
    I checked the File that is described in the error message but it all is in the package-assets. Does someone know how to fix this?
    Any help is appreciated!
    Thanks!
  • Ok the Problem is solved now.

    As I had no idea on what to do now, I just checked my Construct 2 project again..

    I put my App ID from Admob in the IOS field and not in the Android field. So there is actually nothing wrong with the XDK or Construct 2.

    Only the Manual should be updated because I had to add the plugin with "cordova-plugin-ad-admob" since the Plugin Manager in the Intel XDK has changed.

    Thanks again!

  • Anything?

    After I finished testing some things I found here:

    solution-for-everyone-having-issues-with-admob-amp-intel-xdk_t170911 ,

    I'm going to test Intel XDK version 2893 now because I found this: https://software.intel.com/en-us/forums ... pic/623387 .

    It would be better if the latest version would work though..

    Thanks again!

    EDIT:

    I just tried to add the admob plugin by adding this to the end of the intelxdk.config.additions.xml :

    <intelxdk:plugin intelxdk:name="https://github.com/cranberrygame/cordova-plugin-ad-admob"
    intelxdk:value="https://github.com/cranberrygame/cordova-plugin-ad-admob" />[/code:58tfwf28]
    
    Again the Build was successful as you can see here:
    
    THE BUILD WAS SUCCESSFUL
    Build Log
    Building a Cordova 6.2.0 application.
    Using platform cordova-android 5.1.1.
    The application name is "SmartWebRadio"
    The package name is "com.stonewashedpc.SmartWebRadio"
    Preference android-signed set to true. Application will be signed.
    Using Crosswalk Embedded 19
    Plugin "cordova-plugin-whitelist" (1.2.2) installed.
    Plugin "cordova-plugin-extras-google-play-services" (1.0.5) installed.
    Plugin "cordova-plugin-ad-admob-sdk" (1.0.35) installed.
    Plugin "cordova-plugin-ad-admob" (1.0.118) installed.
    Plugin "cordova-plugin-crosswalk-webview" (1.8.0) installed.
    App name updated to [SmartWebRadio]
    Updated "minSdkVersion" with "14"
    Updated "targetSdkVersion" with "23"
    Updated "installLocation" to "auto"
    Updated "versionCode" to "1"
    Updated "versionName" to "0.0.1"
    Added "debuggable" to "false"
    
    
    Everything in my app works. The only Problem is that neither the Banner or Interstitial are showing up.
    The next Problem is that I can't find a download for an older version of the XDK where Admob works so I need to get it working on the latest version 3619.
    I have literally no idea on what to do now  <img src="{SMILIES_PATH}/icon_e_sad.gif" alt=":(" title="Sad"> 
    Any help is appreciated!
    Thanks!  <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">
  • Hi,

    I just wanted to export my latest App on Android with the Intel XDK. The Intel XDK also just had an update which I installed but it seems like almost nothing is working for me now. I tried to export from Construct 2 with the new XDK Format but it didn't work and I only get errors when I do that.

    After I deleted the xdk files in my exported project file and used the "Import Your HTML5 Code Base" option it worked and the project loaded successfully.

    Now that I loaded it, I needed to import the Admob Ads plugin from the Apache Cordova Plugins Registry. I used the ID which was provided in the Manual entry of the Admob Ads plugin. This ID didn't work though, so I found another one in a Thread here ( cordova-plugin-ad-admob ). This ID worked and I could finally build my App.

    This is the Build Log:

    THE BUILD WAS SUCCESSFUL

    Build Log

    Building a Cordova 6.2.0 application.

    Using platform cordova-android 5.1.1.

    The application name is "SmartWebRadio"

    The package name is "com.stonewashedpc.SmartWebRadio"

    Preference android-signed set to true. Application will be signed.

    Using Crosswalk Embedded 19

    Plugin "cordova-plugin-extras-google-play-services" (1.0.5) installed.

    Plugin "cordova-plugin-ad-admob-sdk" (1.0.35) installed.

    Plugin "cordova-plugin-ad-admob" (1.0.118) installed.

    Plugin "cordova-plugin-whitelist" (1.2.2) installed.

    Plugin "cordova-plugin-crosswalk-webview" (1.8.0) installed.

    App name updated to [SmartWebRadio]

    Updated "minSdkVersion" with "14"

    Updated "targetSdkVersion" with "23"

    Updated "installLocation" to "auto"

    Updated "versionCode" to "1"

    Updated "versionName" to "0.0.1"

    Added "debuggable" to "false"

    I installed the apk on my device and almost everything worked. Only the Admob Ads didn't show up. In Construct 2 I put in the right ID's for the ads and normally it should show some test ads.

    I have no idea on how to continue now and I need help!

    Did anyone have this problem aswell and knows how to fix it?

    I searched a lot on Google and found similar Threads about Problems with the new XDK Format and the Admob Plugin so maybe this Problem does not only exist for me and Ashley can take a look at it.

    I appreciate any help!

    Thanks!

  • Thanks oosyrag,

    I was hoping to find a more dynamic solution, so that it can replace any number of whitespaces with one.

    Your solution works though

    Thanks again!

  • Hi,

    I have some text where I removed many special characters with the replace expression in my program. Now I have too many whitespaces in between the words and I need to make sure that there only is one. How do I do that?

    I already found something with the regexreplace expression, but I didn't really understand how it works. :/

    Any help is appreciated!

    Thanks!

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aquadijoib

Member since 17 Jan, 2015

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